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Topics - Kornel Kisielewicz

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76
Announcements / DoomRL 0.9.9.3 RELEASED!
« on: May 01, 2011, 15:26 »
DoomRL 0.9.9.3 has been released!

While numerous bugs have been fixed, the changes brought by this version serve but a one function: enhance the variety and mood of DoomRL and they do so by many different means.

Grab it while it's hot on DoomRL's webpage!

http://doom.chaosforge.org/

Both Windows and Linux 32-bit versions are available -- porting to Linux 64 and Mac OS X is planned, but no guarantees as for the date.

As promised, we entered a tighter release schedule -- next beta will appear for Supporters at most in a month, while the official 0.9.9.4 release is scheduled again for no later than in 4 months. Please be sure to check out the ChaosForge treasury and if you think that ChaosForge games gave you something, then why not give something back :).

First, there are numerous enhancements to the level generation - enhancements and additions. Staple of FPS genre, crates lying around randomly will now appear on previously empty levels, filling them with cover and tension - and that is just a first on a list of various additions to level generation. More, a number of new level events have been added, rendering the late game experience much more unique with lava flood, necromantic energies and much more.

Talking about levels: the DoomGuy level cap was raised from 20 to 25 to satisfy the ever growing Ao100 crowd. Along with this change, it has become possible to raise basic traits above their old caps as well - a marine on clevel 25 is now a beast nearly as powerful as Cyberdemon.

In other news: a number of new medals and badges ranging in difficulty from "absurdly easy" to "wait, what?" found its way into DoomRL too, and a few new interesting exotics (including a number of consumables), uniques and a number of assemblies joined them, increasing variability of the game even more.

Last but not least, this version marks the beginning of Grand Work of AI overhaul. Demons and lost souls were made wiser thanks to it, and this, as I have already mentioned in this very sentence is only the beginning.

v.0.9.9.3
Code: [Select]
[add] -- TR#---: Level events! Three already implemented, more to come!
[add] -- TR#---: dungeon levels now may have rivers!
[add] -- TR#---: warehouse level-type and room-type
[add] -- TR#---: max level changed to 25, after char level 12 all basic traits are pickable to a higher level (3 or 5)
[add] -- TR#---: Too Hot Down Here by Simon Volpert added as midi for Lava Pits
[add] -- TR#---: Halls of Carnage and City of Skulls... more interesting
[add] -- TR#---: start of AI overhaul -- new AI for demons and skulls
[add] -- TR#---: three new basic assemblies, two new advanced assemblies
[add] -- TR#---: 15 new badges -- ranks adjusted, and a experience rank for masochists too ;)
[add] -- TR#---: two new medals
[add] -- TR#---: four new really fun exotics (one weapon, three "packs"), two uniques!
[add] -- TR#---: new rare power up
[add] -- TR#---: one more inventory slot!
[add] -- TR#185: known assemblies screen in-game
[add] -- TR#178: configurable timestamp format for mortem and screenshot folder (and a sensible default)
[add] -- TR#---: difficulty and challenge codes on player screen
[add] -- TR#---: highlights for invulnerability, berserk and envirosuit status effects
[add] -- TR#---: config allows for command chaining
[add] -- TR#---: command.use_item for quickkeys for using items
[mod] -- TR#134: Ammochain requires TH2 and Rel2
[mod] -- TR#---: armor/boots made more rare, armor shards more common
[mod] -- TR#---: Hell Armory guaranteed on HNTR+
[mod] -- TR#---: max 4 feature rooms in city and tiled levels
[mod] -- TR#---: removed item/being limit from levels
[mod] -- TR#---: power mod color changed to light red
[mod] -- TR#---: armor/medical depot now doesn't waste charges if there's nothing to do (and has custom depletion message too!)
[mod] -- TR#---: minor balancing on existing assemblies
[mod] -- TR#---: alternative reward of Cathedral is guaranteed if req's are met
[mod] -- TR#---: no Vaults special level on ITYTD
[mod] -- TR#176: EmptyConfirm now works with unpumped combat shotguns and multiammo weapons
[mod] -- TR#---: shamblers and LE's will now respect their soundbinds (except .fire)
[mod] -- TR#---: AoPu Hell Armory always spawns a non-schematic reward
[mod] -- TR#---: quick level skips noted in player history
[mod] -- TR#---: UV+ spawns sergeants inside not outside base entry
[fix] -- TR#184: DoomRL is again Windows 95/98 compatible!
[fix] -- TR#---: all corpses are now gibbable
[fix] -- TR#---: fists no longer use wielded weapon attack time
[fix] -- TR#175: the player will no longer teleport or spawn in a locked vault
[fix] -- TR#182: spawning when there's no room (lava) wont crash anymore
[fix] -- TR#189: LS/AA bug fixed (finally!)
[fix] -- TR#186: double nuking cyberdemon bug fixed
[fix] -- TR#187: sound crash on too quick death sequence skip
[fix] -- TR#188: endless teleporter bug fixed
[fix] -- TR#---: Unholy Cathedral is permawalled now
[fix] -- TR#---: acid barrels will once again spawn on higher levels
[fix] -- TR#---: ammo rooms with rockets will be generated again
[fix] -- TR#190: BB code screenshots fixed
[fix] -- TR#---: fixed Arena Master CC on N! bug
[fix] -- TR#---: API inv.add, inv[] and eq[] now take string id's also
[fix] -- TR#174: bulk-modded minigun wont crash (ammo and ammomax limit raised)
[fix] -- TR#177: chaining assemblies not possible anymore

*Compatibility note:* Player and Score files are compatible (and always will be), config files are not -- there's an added keybinding and a few new options.

77
Discussion / DoomRL Mini-Competition #1!
« on: March 01, 2011, 10:40 »
So, let's try something competetive! This is actually a test competition -- if people will like it, then maybe others will follow, and maybe I'll be able to setup some more fun prizes.

The rules:
  • at GMT 21:00 (13:00 PST) I'll edit this post to include requirements for a hidden medal that is not yet spoiled in the wiki.
  • anyone who doesn't have access to source and/or debug console is allowed to enter
  • the compo will require play on N! level, but it will be centered around the arena so the attempts wont take much time.
  • the prize this time is a custom forum title (under your nick) with the name of the medal
  • if you received the medal already, this doesn't count, medal needs to be proven by a fresh mortem in the Nightmare! section of the Post Mortem forum
  • if someone manages to achieve the medal in a 3 hour timespace after the requirements are revealed, then ALL contestants that manage to get the medal before 3h time are up will receive a custom title, but only the first will be declared a winner

Objective - Complete the Arena on Nightmare! on Angel of Impatience or Angel of Masochism!

78
Discussion / DoomRL Youtube thread!
« on: February 22, 2011, 04:45 »
Just found a remotely funny DoomRL playthough on Youtube:

http://www.youtube.com/watch?v=zkXhdH2C0kQ

Had quite an entertaining time watching it :P. If you find a good or funny video of DoomRL, or do one yourself, please post it in this topic!

79
Discussion / Poll : Given choice, what output would you prefer?
« on: February 18, 2011, 21:30 »
Apart from implementing the Tiles in the near future, I have a few more options for DoomRL (and for DoomRL 2 too!), however, I'd like to know your preferences too!

Options:

Tiles -- self explanatory -- the Tiles we are all waiting for.
Console -- the way DoomRL runs now
Emulated Console -- this would give the benefit of being able to play fullscreen under any system (optional), and change the font to a prefered one. Also optional would be the possibility to do png screenshots.
Emulated Console w Enhancements -- as above, but additionaly a broader color range, animated fluid color, pixel-based screen transitions, fading light effect -- basically still ASCII but with eye-candy.

If you don't mind whether using an emulated console or normal one, please vote on the emulated. If you don't care about enhancements, vote standard emulated or console.

80
Announcements / DoomRL 0.9.9.2 RELEASED!
« on: February 11, 2011, 10:56 »
DoomRL 0.9.9.2 has been released!

The new version fixes all known bugs, adds a lot of flavor, and expands the game with not yet seen content! A new animation system has been introduced, you can play around with Assemblies, and several of the special levels became truly special!

Grab it while it's hot on the DoomRL website! Both Windows and Linux 32-bit versions are available -- Linux 64-bit and hopefully a Mac OS X version will come soon!

ChaosForge is growing! I'd like to use this moment to announce a lot tighter release schedule from now on -- the first Beta of 0.9.9.3 should be available to Supporters no later than in one month, and the official 0.9.9.3 release is going to be no later than in 4 months. Please be sure to check out the ChaosForge treasury and if you think that ChaosForge games gave you something, then why not give something back :).

Most noticeable change in this release is the asynchronous animation system -- many things happen in DoomRL at the same time, strongly reinforcing the dynamic feel of the game! This is a side effect of the concurrently developed graphics version, which a few of the Chaos crew are already testing.

Second major change, not immediately visible is the presence of Assemblies. Specific combinations of mods applied to an item may trigger an Assembly possibility -- sometimes completely transforming an item into a more powerful version! Known Assemblies with their receipts are gathered in the player info screen -- the names of the basic ones are already revealed.

Final major change are major changes to some of the special levels. There's even a presence of a semi-plot that binds three special levels together. Following that we have three new boss monsters, fighting which is truly no joke!

To celebrate the enhanced levels there are three DoomRL dedicated MIDI tracks for some of them, possible thanks to the artistic talent of Simon Volpert. Be sure to check out the forum thread for a lot better sounding MP3 renditions!

Minor changes include a completely new config system, new exotics and uniques, new config options and several tweaks and flavor enhancements!

Code: [Select]
[b]DoomRL v.0.9.9.2[/b]
[add] -- TR#---: Asynchronous animation system!
[add] -- TR#---: Assemblies! Play around with different combinations of mods to create new equipment!
[add] -- TR#---: Hell Armory revisited! Now with a special prize!
[add] -- TR#---: Lava Pits now have a guardian and special reward!
[add] -- TR#---: The Vaults are now openable!
[add] -- TR#---: New powerful configuration system!
[add] -- TR#---: advanced error recovery mechanism (error.log and recovery)
[add] -- TR#---: Command line switch -config filename.lua
[add] -- TR#---: JC level and Unholy Cathedral MIDI track added (by Simon Volpert)
[add] -- TR#---: 15 new medals (most of them hidden) and 20 new badges!
[add] -- TR#---: alternative reward for Cathedral... sometimes...
[add] -- TR#---: two new options for Config -- IntuitionColor and IntuitionChar
[add] -- TR#---: Single monster level type added! (Xander)
[add] -- TR#---: 3 more exciting exotics and 2 unique items!
[add] -- TR#---: the ultimate ending...
[add] -- TR#---: new more powerful Lua API
[mod] -- TR#---: Finesse works now on melee attacks
[mod] -- TR#---: Ao100 badges rebalanced -- Platinum requires UV and Diamond requires N!
[mod] -- TR#---: more arena-type level layouts
[mod] -- TR#---: only wider mazes will generate now
[mod] -- TR#152: durability of armor is no longer limited to 255
[mod] -- TR#165: finished special levels are also marked blue
[mod] -- TR#153: more varied death reasons
[mod] -- TR#164: Proper demon melee sound
[mod] -- TR#117: Uniques can now be fully soundbinded
[mod] -- TR#173: You can now change colors of tiles in colors.lua
[fix] -- TR#---: Conqueror/Explorer fix
[fix] -- TR#---: Typos and grammar fixed (Tavana)
[fix] -- TR#147: Berserker damage reduction bug fixed
[fix] -- TR#118: Shotgun unique sounds fixed
[fix] -- TR#166: Nightmare! may now be autochosen
[fix] -- TR#117: "CENTER" can be used in ini-file (by default means wait)
[fix] -- TR#---: on challenge info fixed
[fix] -- TR#148: item generation glitch fixed
[fix] -- TR#---: blood eating walls in vaults fixed
[fix] -- TR#167: enemy telefrag bug fixed
[fix] -- TR#149: sniper mod fixed
[fix] -- TR#160: N! mortuary AA multispawn fixed
[fix] -- TR#155: unique mods on AoI fixed

Compatibility note: Player and Score files are compatible (and always will be), ini files are not, as there's a completely new configuration system.

81
0.9.9.2 / [E|100%|YAAM] A developer's confession...
« on: February 07, 2011, 21:24 »
First of all, I need to make a confession. I suck at DoomRL. I suck at my own game... How much? Well, I *never* had a valid, non-cheated victory. Never... until today.

I decided to celebrate the upcoming 0.9.9.2 release with a run, and finally, FINALLY AFTER 9 YEARS I managed to beat my own game... yes, on easy, but you must understand, how epic that for a developer may be...

--------------------------------------------------------------
 DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------

 Epyon, level 11 Human Private, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 152278 turns and scored 51150 points.
 He played for 3 hours, 42 minutes and 44 seconds.
 He was too young to die!

 He killed 431 out of 431 hellspawn. (100%)
 This ass-kicking marine killed all of them!


-- Special levels --------------------------------------------

  Levels generated : 7
  Levels visited   : 6
  Levels completed : 6

-- Awards ----------------------------------------------------

  Cyberdemon's Head
  Medal of Prejudice
  Hell Champion Medal
  UAC Bronze Badge
  Veteran Bronze Badge
  Brick Bronze Badge
  Skull Bronze Badge
  Gatekeeper Bronze Badge
  Scavenger Bronze Badge
  Scavenger Silver Badge
  Scavenger Gold Badge
  Arena Bronze Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #.............................###..........###.............
  #...........###...............###..........###.............
  #...........###...............###..........###.............
  #............##............................................
  #..................|.......................................
  #..........X...............................................
  #...............................###........................
  #...............................###.........###............
  #................##.............###.........###.........###
  #...........................................###...###...###
  #...........###...................................###...###
  #......###..###.............###...................###......
  #......#>#..###.............###............................
  #......###..................###............................
  #..........................................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 117/80   Experience 51256/11
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Ironman          (Level 3)
    Tough as nails   (Level 3)
    Reloader         (Level 2)
    Badass           (Level 1)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  Rel->Rel->SM->TaN->TaN->Bad->MAD->Iro->Iro->TaN->Iro->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   blue armor [2/2] (100%)
    [b] [ Weapon     ]   modified BFG 9000 (10d8) [10/130] (B1)
    [c] [ Boots      ]   plasteel boots [4/4] (96%)
    [d] [ Prepared   ]   modified BFG 9000 (11d8) [20/100] (P1)

-- Inventory -------------------------------------------------

    [a] modified assault shotgun (8d3) [6/6] (P1)
    [b] modified missile launcher (6d6) [4/4] (A1)
    [c] modified green armor [1/1] (52%) (A)
    [d] green armor [1/1] (100%)
    [e] gothic armor [3/6] (39%)
    [f] shotgun shell (x6)
    [g] shotgun shell (x70)
    [h] shotgun shell (x70)
    [i] rocket (x14)
    [j] rocket (x14)
    [k] rocket (x2)
    [l] power cell (x60)
    [m] power cell (x70)
    [n] power cell (x70)
    [o] power cell (x70)
    [p] small med-pack
    [q] large med-pack
    [r] phase device
    [s] homing phase device

-- Kills -----------------------------------------------------

    72 former humans
    40 former sergeants
    8 former captains
    54 imps
    37 demons
    105 lost souls
    37 cacodemons
    14 barons of hell
    1 Cyberdemon
    16 hell knights
    23 arachnotrons
    2 former commandos
    2 pain elementals
    5 arch-viles
    4 mancubi
    8 revenants
    2 bruiser brothers
    1 XXX

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 6 he stormed the Chained Court.
  He defeated the XXX!
  On level 6 he found the XXX!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he ventured into the Halls of Carnage.
  On level 15 he encoutered the Phobos Hellgate.
  On level 17 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 18 he entered the Vaults.
  On level 18 he found the Grammaton Cleric Beretta!
  He cracked the Vaults and cleared them out!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 Fire -- Choose target...
 You see : a Cyberdemon (wounded) [m]ore | pool of blood
 You don't have enough ammo to fire the BFG 9000! The Cyberdemon reloads his
 rocket launcher.
 You swap your weapon. The Cyberdemon fires! You are hit!
 Fire -- Choose target...
 You see : a Cyberdemon (wounded) [m]ore | pool of blood
 The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target...
 You see : a Cyberdemon (severely wounded) [m]ore | pool of blood
 The missile hits the Cyberdemon.
 Fire -- Choose target...
 You see : a Cyberdemon (almost dead) [m]ore | pool of blood
 The Cyberdemon dies. You feel relatively safe now. Congratulations! You
 defeated the Cyberdemon! Press <Enter>...

-- General ---------------------------------------------------

  He's the first brave soul to have ventured into Hell...

--------------------------------------------------------------

I went a standard AoDead path -- although contrary to advice starting with the Shottyman trait, afterwards going for pure defence Iro/Tan -- served me really well when on Hell Level 7-9 Viles and Revenants started to appear.

I've visited all the generated levels except Lava Pits -- I know what I did there this version, so I didn't dare to enter -- on reminescense, I must say I regret :P. I've followed the standard plot path -- a lucky win at the Arena followed cleaning up AM in CC and cracking the vaults open. However, the best find was still before that -- the Assault Shotty <3.

I was constantly having problems with ammo and medkit supply... luckily the end-fight was easy -- I found a Inv globe on the last level, and had two spare homing phases (too bad that not a nuke :/)... so it was Inv/homing phase and dual BFG fun at the end.

All in all there's a tear in my eye... after 9 years I finally beat my own game... :)

Thank you everyone!


82
Forum / ChaosForge Forum Mass-Murder
« on: January 26, 2011, 06:47 »
Due to the amount of spam that was recently happening on the forums, we increased the registration security a little. Also, because of the huge amounts of fake spam-users, we did a serious cleaning in the user tables.

Basically, if you had 0 posts, and wasn't part of any group (to shield non-posting Supporters), your account has probably been deleted -- feel free to re-register though!

On the up side, I don't know if it's just me, but the forum seems to be working much more smoothly now :).

83
Announcements / Cardinal Quest : Roguelike seeking funding!
« on: January 24, 2011, 10:25 »
A friend of mine is seeking funding for a roguelike game in prototype phase. I truly wish him the best of luck, especially that if he succeeds, that bodes well for the whole idea of making roguelikes for a living! So, check out Cardinal Quest, support it and spread the word :)

"Cardinal Quest is an arcade-style dungeon crawler inspired by 80s classics such as Gauntlet, Red-Box D&D and Golden Axe."

  Cardinal Quest page at 8bitfunding.com 



84
Discussion / Poll : Favorite Advanced Traits
« on: January 19, 2011, 04:54 »
Following the footsteps of the poll on Master Traits and preparing to do some juggling in the trait selection, I'd like to ask you also to cast your opinions on the current advanced trait selection. The feedback in the Master topic so far is exceptionally useful for me, and will be the base of a future change, however, to do it I'd also need similar information on the Advanced Traits.

Similarly to the MT poll, you can vote for multiple entries (up to 3), and obviously you should make use of it in this poll :).

So cast your vote and discuss!

85
Discussion / Favourite Master Traits?
« on: January 18, 2011, 04:51 »
Quite recently someone asked if anyone uses Cateye anymore, and that made me think whether the Master Traits we have are balanced... Hence the poll to judge their popularity (to see which ones need to be boosted).

If you always go for Ammochain or other trait, please select one option only, if you do various builds often, please choose up to three!

Of course, the topic is open for a discussion, so please also post with what you voted and why!

86
Discussion / What are the most common abuses of DoomRL?
« on: September 05, 2010, 18:31 »
I'm preparing some plans for the future of DoomRL and I noticed that some recent topics about strategies include a lot of what would be considered abuses of DoomRL's mechanics. There's a soft border between what would be considered abuse and what would be considered tactics. If you can imagine such a tactic working in real life then it would be considered fair (corner-opening doors is surprisingly one such example), but if not, then it's abuse (gift-dropping).

I'd like to make this topic serve as a list for me of abuses that shall be removed some day from DoomRL.

I understand that some of the abuses may be life saving, but still, please report them truthfully -- we'll work on returning the balance from the lack of them. Hence, please report how the difficulty would change if such an abuse were removed, and what ideas you have to counter them.

87
Discussion / Anyone from the San Francisco Bay Area?
« on: August 07, 2010, 17:51 »
Hey, is anyone here from the San Francisco Bay Area?

88
Announcements / AliensRL 0.8 RELEASED!
« on: June 02, 2010, 17:37 »
Just when you thought it was safe... AliensRL 0.8 has been released! Read below for details or check the official website. Start downloading from the downloads section now, and don't forget to come back and donate if you like it!

http://alien.chaosforge.org/

This is a RESSURECTION release -- the project that was thought to be dead since three years is now not only experiencing a new release, but also back to active development! There are many plans for the future, check out the AliensRL forum on ChaosForge and the AliensRL Ressurection blog post for more information on the things to come!

Although this was intended more of a stabilization and update release, several features have made it in, even compared to the AliensRL 0.8 Beta 2. Definitively the most visible one is the fact that AliensRL runs in a full color pseudo-console!

Apart from that there's a lot of new content -- furniture, openable crates and lockers (some locked), new aliens, a new weapon, keylocked doors and proximity doors.

Meta features include a hall of fame, and the ability to both set fullscreen mode and choose your prefered resolution via the aliensrl.ini file. Yes, you can play AliensRL in full-HD :>.

What follows is the full list of changes, split between the intermediate forum-only BETA 2 release, and the current 0.8 release:

Code: [Select]
0.8
-- TR#--- : graphics mode, set parameters in abrl.ini
-- TR#030 : feature - Hall of Fame implemented
-- TR#038 : security and military crates and lockers
-- TR#037 : implemented security and military doors, appear in specific towers
-- TR#037 : security and military keys to be found, especially near corpses
-- TR#039 : implemented openable lockers and crates
-- TR#040 : implemented furniture
-- TR#037 : proximity doors, random door types
-- TR#026 : pain implementation (closes #26)
-- TR#024 : player no longer starts in wall (refs #24)
-- TR#024 : screenshot option added (closes #24)
-- TR#007 : medical tower has normal ":" wall out of los now
-- TR#002 : not all elevators work - some are broken
-- FS#000 : new vision system in-place
-- FS#048 : TAB cycles targets while targeting
-- FS#040 : death happens at 0hp, not < 0hp
-- FS#041 : bleeded barells cannot be turned into walls
-- TR#--- : map hidden except explored
-- TR#011 : items on ground tracked
-- TR#--- : a lot new critters!
-- TR#--- : new item and being randomizers
-- TR#--- : shooting weapons with untrained skill incurs additional -1 penalty
-- TR#--- : run command implemented
-- TR#--- : balance - minimum 1 damage for most weapons, +1 to aim
-- TR#--- : 5 room types with rarites dependant on tower
-- TR#--- : a lot of tweaks to the level generator
-- TR#--- : commandline switches (-nosound, -nomusic, -fullscreen)
-- TR#--- : save on crash implemented (yay)
-- TR#009 : armor dropping ("D") possible now
-- TR#010 : pulse rifle has now 99 magazine
-- TR#--- : fix - screenshots in mortem are no longer rotated
-- TR#--- : color - preatorians are lightmagenta, shells are yellow
-- TR#--- : maxHP changed to 100
-- TR#--- : items are now mostly found near corpses
-- TR#--- : sound on windows moved to FMOD
-- TR#--- : autotargeting doesn't remember suicide targeting
-- TR#008 : grenade launcher upped
-- TR#--- : m42 scoped rifle added
-- TR#--- : level generation made a lot faster
-- TR#--- : data moved out of the code

0.8 (BETA 2)
-- fixed radiation damage
-- fixed grenade count on char screen
-- proper music when loading
-- added a unused experience dingbat
-- made inc grenades more common
-- added remembering of last target
-- save/load added!
-- typo fixed
-- max medpacks reduced to 5
-- medpack use in combat is half effective
-- radiation made more deadly
-- radiation suits
-- added exploding fuel barrels
-- master skill levels unlocked
-- heavy weapons master skill added
-- sidearms master skill added
-- medical master skill added
-- light weapons master skill added
-- temporary technical master skill added
-- initial grenade capacity = 3/type
-- fitness increases grenade capacity by 1/level
-- implemented inc grenades
-- varied starting ammo/medcount between classes

89
DiabloRL / DiabloRL Beta Testers needed!
« on: May 27, 2010, 22:28 »
Next version of DiabloRL is almost ready -- however due to many internal changes it needs a lot of testing! If you're a DiabloRL fan and want to help out, please post a request to join the DiabloRL beta team, and gain access to the beta versions! People willing to commit time for testing (one game daily with a report would be enough) are mostly welcome!

Join the beta team now, and help shape DiabloRL!

90
Recently I've been browsing through old stuff, and found a project of mine from 1997. Let this thread be a tribute to it:











A tear in my eye :)

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